U.S. patent application number 15/709690 was filed with the patent office on 2018-03-29 for skill game side wagering with player incentives.
The applicant listed for this patent is IGT. Invention is credited to Cameron Filipour, JR., Cyrus Luciano, Bryan Upton, Alexander White.
Application Number | 20180089961 15/709690 |
Document ID | / |
Family ID | 61685580 |
Filed Date | 2018-03-29 |
United States Patent
Application |
20180089961 |
Kind Code |
A1 |
Filipour, JR.; Cameron ; et
al. |
March 29, 2018 |
SKILL GAME SIDE WAGERING WITH PLAYER INCENTIVES
Abstract
A gaming system offers players the opportunity to play a
skill-based challenge and bettors to place wagers based on events
or outcomes in the skill-based challenge. A gaming system includes
a processor, a display device, an input device and a memory device
storing a plurality of instructions which, when executed by the
processor, cause the processor to operate with the display device
and the input device, for a play of a wagering game, to perform
operations. Operations include receiving, from a bettor, a wager
that corresponds to a selected player of a plurality of players in
a skill-based challenge, determining that the selected player has
achieved a threshold outcome in the skill-based challenge, awarding
a bettor monetary prize to the bettor in response to the selected
player achieving the threshold outcome in the skill-based game, and
awarding a player monetary prize to the selected player.
Inventors: |
Filipour, JR.; Cameron; (Las
Vegas, NV) ; Upton; Bryan; (Hertfordshire, GB)
; Luciano; Cyrus; (Reno, NV) ; White;
Alexander; (Reno, NV) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
IGT |
Las Vegas |
NV |
US |
|
|
Family ID: |
61685580 |
Appl. No.: |
15/709690 |
Filed: |
September 20, 2017 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
62398863 |
Sep 23, 2016 |
|
|
|
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F 17/3225 20130101;
G07F 17/3274 20130101; G07F 17/3211 20130101; G07F 17/3209
20130101; G07F 17/3248 20130101; G07F 17/3295 20130101; G07F
17/3246 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32 |
Claims
1. A gaming system comprising: a processor; a display device; an
input device; and a memory device storing a plurality of
instructions which, when executed by the processor, cause the
processor to operate with the display device and the input device,
for a play of a wagering game, to: receive, from a bettor, a wager
that corresponds to a selected player of a plurality of players in
a skill-based challenge; determine that the selected player has
achieved a threshold outcome in the skill-based challenge; award a
bettor monetary prize to the bettor in response to the selected
player achieving the threshold outcome in the skill-based game; and
award a player monetary prize to the selected player, wherein the
player monetary prize is based on the wager that is received from
the bettor and based on the threshold outcome.
2. The gaming system of claim 1, wherein the skill-based challenge
comprises a player versus player challenge that includes the
selected player competing against another one of the plurality of
players, wherein a performance of the selected player is determined
relative to performances of other ones of the plurality of players,
and wherein the threshold outcome is related to the performance of
the selected player.
3. The gaming system of claim 1, wherein the skill-based challenge
comprises a player versus house challenge, wherein a performance of
the selected player is independent of other ones of the plurality
of players, and wherein the threshold outcome is related to the
performance of the selected player.
4. The gaming system of claim 1, wherein the skill-based challenge
comprises a hybrid player versus house and player versus player
challenge, and wherein the threshold outcome is related to the
performance of the selected player.
5. The gaming system of claim 1, wherein the plurality of players
comprises a plurality of teams of players, and wherein the selected
player is on one of the plurality of teams of players.
6. The gaming system of claim 5, wherein the selected player is on
a selected team of the plurality of teams, wherein the wager
corresponds to the selected team in the skill-based challenge, and
wherein the threshold outcome in the skill-based challenge is a
team threshold outcome.
7. The gaming system of claim 5, wherein the wager corresponds to
the selected player on the one team, and wherein the threshold
outcome in the skill-based challenge is based on an individual
performance of the selected player on the one team.
8. The gaming system of claim 1, wherein the wager is a fixed odds
based wager, wherein the instructions, when executed by the
processor, cause the processor to determine an odds value before
the skill-based challenge begins based on a skill evaluation
corresponding to the selected player.
9. The gaming system of claim 8, wherein the instructions, when
executed by the processor, cause the processor to determine an
updated odds value during the skill-based challenge, wherein the
wager that corresponds to the selected player may be received
during the skill-based challenge using the updated odds value.
10. The gaming system of claim 1, wherein the wager is a
pari-mutuel odds based wager, wherein the instructions, when
executed by the processor, cause the processor to determine an odds
value based on wager activity of other bettors.
11. The gaming system of claim 1, wherein the instructions, when
executed by the processor, cause the processor to display wager
performance corresponding to each of the plurality of players.
12. The gaming system of claim 1, wherein the instructions, when
executed by the processor, cause the processor to display player
monetary prize data corresponding to each of the plurality of
players.
13-27. (canceled)
28. A gaming system comprising: a processor; a display device; an
input device; and a memory device storing a plurality of
instructions which, when executed by the processor, cause the
processor to operate with the display device and the input device,
for a play of a wagering game, to: receive, from a plurality of
bettors, a respective plurality of wagers that correspond to
selected players of a plurality of players in a multiplayer
skill-based challenge; determine that ones of the selected players
have achieved a threshold outcomes in the skill-based challenge;
award a bettor monetary prize to ones of the plurality of bettors
in response to the corresponding selected players that achieve the
threshold outcomes in the multiplayer skill-based game; and award
ones of the selected players prizes that are based on the wagers
that are received from the plurality of bettors and based on the
threshold outcomes.
29. The gaming system of claim 28, wherein the plurality of players
comprises a plurality of teams of players, wherein the selected
players are on ones of the plurality of teams of players.
30. The gaming system of claim 29, wherein the selected player is
on a selected team of the plurality of teams, wherein the wager
corresponds to the selected team in the skill-based challenge, and
wherein the threshold outcome in the skill-based challenge is a
team threshold outcome.
31. The gaming system of claim 29, wherein the wager corresponds to
the selected player on the one team, and wherein the threshold
outcome in the skill-based challenge is based on an individual
performance of the selected player on the one team.
32. The gaming system of claim 28, wherein the plurality of wagers
are a fixed odds based wagers, wherein the instructions, when
executed by the processor, cause the processor to determine odds
values before the skill-based challenge begins based on a skill
evaluation corresponding to ones of the selected players.
33. The gaming system of claim 28, wherein the wagers are
pari-mutuel odds based wagers, wherein the instructions, when
executed by the processor, cause the processor to determine odds
values based on wager activity of other ones of the plurality of
bettors.
34. The gaming system of claim 28, wherein the instructions, when
executed by the processor, cause the processor to display wager
performance corresponding to each of the plurality of players and
each of the plurality of bettors.
35. A method comprising: receiving, from a bettor, a wager that
corresponds to a selected player of a plurality of players in a
skill-based challenge; determining that the selected player has
achieved a threshold outcome in the skill-based challenge; awarding
a bettor monetary prize to the bettor in response to the selected
player achieving the threshold outcome in the skill-based game; and
awarding a player monetary prize to the selected player, wherein
the player monetary prize is based on the wager that is received
from the bettor and based on the threshold outcome.
36-41. (canceled)
Description
RELATED APPLICATIONS
[0001] This non-provisional patent application claims priority to
U.S. Provisional Application Ser. No. 62/398,863, filed Sep. 23,
2016, the disclosure of which is hereby incorporated herein by
reference as if set forth fully herein.
COPYRIGHT NOTICE
[0002] A portion of the disclosure of this patent document contains
or may contain material that is subject to copyright protection.
The copyright owner has no objection to the photocopy reproduction
by anyone of the patent document or the patent disclosure in
exactly the form it appears in the Patent and Trademark Office
patent file or records, but otherwise reserves all copyright rights
whatsoever.
BACKGROUND
[0003] Gaming devices and casino gaming establishments are popular
entertainment, attracting many users and visitors annually. In an
effort to provide a satisfying gaming opportunity for their players
while keeping their overhead costs to a minimum, casino operators
have attempted to meet the projected playing needs of their players
while simultaneously seeking to preserve resources required by
superfluous machines, which, in turn, requires additional square
footage to house such machines and the concomitant services to
support the additional machines. Casinos may provide wager-based
games in which one or more players can place a wager or bet on an
outcome that is uncertain at the time the wager is made. Typically,
casinos provide their patrons with a variety of different
wager-based gaming opportunities including, for example, gaming
machines (e.g., slot machines and/or other electronic gaming
machines), table games (e.g., Blackjack, Roulette, Craps, Baccarat,
Poker, etc.), etc.
[0004] In some wager-based games, a wager made by a player is
accepted by a "house", which may be representative of a gaming
establishment hosting the particular game, for example. If the
outcome is realized, the house provides a payout based on the wager
made in accordance with established rules governing the particular
game. Many popular casino games (e.g., Blackjack, Roulette, Craps,
Baccarat, etc.), fall into this category of wager-based games. In
such games, payouts on player wagers are typically provided by the
house when the player wins in accordance with the rules of the
respective games, as may be the case if a player holds a hand (of
playing cards) that beats the hand of a house dealer, or if the
player successfully predicts the outcome of a random event
associated with the roll of dice or the spinning of a wheel, for
example.
[0005] In another form of wager-based games, wagers are made
between multiple players of a game, played between players and not
against a house. Such games may be referred to as player versus
player ("pvp"). Some variations of the game of poker (e.g., Texas
Hold'em, Seven Card Stud, Omaha, etc.) fall into this category of
wager-based games. In such games, wagers may be made by players at
various stages during the play of a hand, each player betting that
he will "win" the hand in accordance with the rules of the
particular game being played. At the completion of a hand, each
winner is then generally entitled to at least a portion of all
wagers made during the play of that hand. In these types of games,
although a house does not typically participate by playing a hand,
in games hosted by a gaming establishment, a portion of all wagers
made during the play of the hand (i.e., a rake) may be collected by
the house before payouts are distributed to each winner.
[0006] Generally speaking, wager-based games include both games of
skill and games of chance. For example, a game of chance may be
defined as a game that includes at least one element wherein a
randomness affects the outcome of the game, either positively or
negatively. For example, a typical slot game is a game of chance
because the reels stop at randomly determined positions. On the
other hand, a game of skill has at least one element wherein the
player can intentionally affect the outcome of the game, in a known
manner, either positively or negatively. The skill in such games
may include strategy, physical skill, coordination, etc. For
example, poker is considered to be a game of skill because the
player decides what cards to hold, how to bet, whether to bluff,
etc. The outcome for a game of skill may typically be dependent
upon or affected by the skill level of the player (or players)
participating in the game of skill. Conversely, the outcome for a
game of chance typically has little or no dependence upon the skill
level of the player (or players) participating in the game of
chance.
[0007] Additional opportunities for wagering may be in the form of
side wagering (also referred to as back betting, side betting,
proxy betting, etc.) Systems for side wagering may be implemented
in a casino gaming network. However, such systems may be subject to
manipulation and/or collusion between players and side wagering
bettors.
[0008] Usually, casino games are either pvp or against the house.
Further, side betting or back wagering is usually limited to games
against the house. Therefore, there is a continuing need to provide
new category of games and provide exciting wagering opportunities
for the players that also make such games enjoyable by the players
and also provide casinos benefits to provide these games to the
players.
SUMMARY
[0009] Some embodiments of the inventive concepts provide a
wagering gaming system that offers bettors the opportunity to place
wagers on players in a skill-based challenge and players in the
skill-based challenge to receive awards based on the wagers placed
on them. For example, bettors may place side wagers on players
competing in skill-based challenges. Such skill-based challenges
may include player versus player and/or player versus house games.
The side wagers may be placed on the performance of individual
players and/or teams of players. The players and/or teams of
players may be informed of the side wager activities. In addition
to any prizes that might be the result of the outcome of the
skill-based challenge itself, a player may also be awarded a player
award that is determined based on the side wagering activities.
Such awards based on the side wagering activities of other players
(kick back to the player) may encourage the player to attract
additional side wagering activities as well as deter a player from
colluding with the opponent(s) or one or more bettors participating
in a side wager.
[0010] Some embodiments are directed to a gaming system that
includes a processor, a display device, an input device and a
memory device storing a plurality of instructions which, when
executed by the processor, cause the processor to operate with the
display device and the input device, for a play of a wagering game,
to receive, from a bettor, a wager that corresponds to a selected
player of multiple players in a skill-based challenge, to determine
that the selected player has achieved a threshold outcome in the
skill-based challenge, to award a bettor monetary prize to the
bettor in response to the selected player achieving the threshold
outcome in the skill-based game and to award a player monetary
prize to the selected player, wherein the player monetary prize is
based on the wager that is received from the bettor and based on
the threshold outcome.
[0011] Some embodiments provide that the skill-based challenge
includes a player versus player challenge that includes the
selected player competing against another one of the players,
wherein a performance of the selected player is determined relative
to performances of other ones of the players, and wherein the
threshold outcome is related to the performance of the selected
player.
[0012] In some embodiments, the skill-based challenge includes a
player versus house challenge, a performance of the selected player
is independent of other ones of the players, and the threshold
outcome is related to the performance of the selected player.
[0013] Some embodiments provide that the skill-based challenge
includes a hybrid player versus house and player versus player
challenge, and the threshold outcome is related to the performance
of the selected player.
[0014] In some embodiments, the players include multiple teams of
players and the selected player is on one of the teams of players.
Some embodiments provide the selected player is on a selected team
of the multiple teams, the wager corresponds to the selected team
in the skill-based challenge, and the threshold outcome in the
skill-based challenge is a team threshold outcome. In some
embodiments, the wager corresponds to the selected player on the
one team and the threshold outcome in the skill-based challenge is
based on an individual performance of the selected player on the
one team.
[0015] Some embodiments provide that the wager is a fixed odds
based wager and that the instructions, when executed by the
processor, cause the processor to determine an odds value before
the skill-based challenge begins based on a skill evaluation
corresponding to the selected player. In some embodiments, the
instructions, when executed by the processor, cause the processor
to determine an updated odds value during the skill-based challenge
and the wager that corresponds to the selected player may be
received during the skill-based challenge using the updated odds
value.
[0016] In some embodiments, the wager is a pari-mutuel odds based
wager and the instructions, when executed by the processor, cause
the processor to determine an odds value based on wager activity of
other bettors.
[0017] Some embodiments provide that the instructions, when
executed by the processor, cause the processor to display wager
performance corresponding to each of the players.
[0018] In some embodiments, the instructions, when executed by the
processor, cause the processor to display player monetary prize
data corresponding to each of the players.
[0019] Some embodiments provide the display device includes a
public display device that displays data corresponding to
performance of the players in the skill-based challenge, data
corresponding to the bettor monetary prize, data corresponding to
the player monetary prize, and/or data corresponding to the
threshold outcome.
[0020] In some embodiments, the player monetary prize is a function
of a quantity of wagers that have been received that correspond to
the selected player.
[0021] Some embodiments provide that the player monetary prize is a
function of a player-specific performance value that corresponds to
the selected player and the player specific performance value
includes a player skill rating and/or a player loyalty rating.
[0022] In some embodiments, the player monetary prize is based on a
volume of wagers on the selected player.
[0023] Some embodiments provide that the player monetary prize is
based on an amount of wagers received from all bettors
corresponding to the skill-based challenge.
[0024] In some embodiments, the player monetary prize is an entry
in a progressive jackpot game that provides the selected player a
chance to win a progressive jackpot.
[0025] Some embodiments provide that the instructions, when
executed by the processor, cause the processor to store and analyze
player performance data to detect evidence of collusion. Some
embodiments further include a database that is configured to store
the player performance data and bettor performance data. In some
embodiments, responsive to detecting evidence of collusion, the
selected player and/or bettor is penalized.
[0026] In some embodiments, the threshold outcome includes multiple
different threshold outcomes and the bettor monetary prize and/or
the player monetary prize include multiple bettor monetary prizes
and/or multiple player monetary prizes, respectively.
[0027] Some embodiments provide that awarding the player monetary
prize is responsive to a threshold quantity of wagers corresponding
to the selected player and/or an aggregate value of wagers
corresponding to the selected player.
[0028] In some embodiments, the player monetary award is a function
of revenue corresponding to multiple wagers that correspond to the
players in the skill-based challenge.
[0029] Some embodiments provide that, responsive to the selected
player not achieving the threshold outcome in the skill-based
challenge, an amount corresponding to the player monetary prize is
included in a prize pool. The instructions, when executed by the
processor, may further cause the processor to award the selected
player not achieving the threshold outcome a chance to win a
portion of the prize pool.
[0030] In some embodiments, data that is received from the bettor
and/or the selected player and/or data that is transmitted to the
bettor and/or the selected player is received and/or transmitted
via a mobile device.
[0031] Some embodiments provide that data that is received from the
bettor and/or the selected player and/or data that is transmitted
to the bettor and/or the selected player is received and/or
transmitted via a wagering device.
[0032] Some embodiments of the inventive concept include a gaming
system that includes a processor, a display device, an input device
and a memory device storing multiple instructions which, when
executed by the processor, cause the processor to operate with the
display device and the input device, for a play of a wagering game,
to receive, from multiple bettors, respective multiple wagers that
correspond to selected players of multiple players in a multiplayer
skill-based challenge. The processor may be further caused to
determine that ones of the selected players have achieved a
threshold outcomes in the skill-based challenge, award a bettor
monetary prize to ones of the bettors in response to the
corresponding selected players that achieve the threshold outcomes
in the multiplayer skill-based game, and award ones of the selected
players prizes that are based on the wagers that are received from
the bettors and based on the threshold outcomes.
[0033] In some embodiments, the multiple players include multiple
teams of players and the selected players are on ones of the teams
of players. Some embodiments provide that the selected player is on
a selected team of the multiple teams, the wager corresponds to the
selected team in the skill-based challenge, and the threshold
outcome in the skill-based challenge is a team threshold
outcome.
[0034] In some embodiments, the wager corresponds to the selected
player on the one team and the threshold outcome in the skill-based
challenge is based on an individual performance of the selected
player on the one team.
[0035] Some embodiments provide that the multiple wagers are a
fixed odds based wagers and that the instructions, when executed by
the processor, cause the processor to determine odds values before
the skill-based challenge begins based on a skill evaluation
corresponding to ones of the selected players.
[0036] In some embodiments, the wagers are pari-mutuel odds based
wagers and the instructions, when executed by the processor, cause
the processor to determine odds values based on wager activity of
other ones of the plurality of bettors.
[0037] Some embodiments provide that the instructions, when
executed by the processor, cause the processor to display wager
performance corresponding to each of the players and each of the
bettors.
[0038] Some embodiments are directed to methods for providing skill
game side wagering with player incentives. Operations corresponding
to such methods may include receiving, from a bettor, a wager that
corresponds to a selected player of a plurality of players in a
skill-based challenge, determining that the selected player has
achieved a threshold outcome in the skill-based challenge, awarding
a bettor monetary prize to the bettor in response to the selected
player achieving the threshold outcome in the skill-based game, and
awarding a player monetary prize to the selected player, wherein
the player monetary prize is based on the wager that is received
from the bettor and based on the threshold outcome.
[0039] In some embodiments, the wager is a fixed odds based wager
and operations further include determining an odds value before the
skill-based challenge begins based on a skill evaluation
corresponding to the selected player.
[0040] Some embodiments further include determining an updated odds
value during the skill-based challenge and provide that the wager
that corresponds to the selected player may be received during the
skill-based challenge using the updated odds value.
[0041] In some embodiments, the wager is a pari-mutuel odds based
wager and operations include determining an odds value based on
wager activity of other bettors.
[0042] Some embodiments include displaying wager performance
corresponding to each of the players. Some embodiments include
displaying player monetary prize data corresponding to each of the
plurality of players. Some embodiments include storing and
analyzing player performance data to detect evidence of
collusion.
[0043] It is noted that aspects of the invention described with
respect to one embodiment, may be incorporated in a different
embodiment although not specifically described relative thereto.
That is, all embodiments and/or features of any embodiment can be
combined in any way and/or combination. These and other objects
and/or aspects of the present invention are explained in detail in
the specification set forth below.
BRIEF DESCRIPTION OF THE DRAWINGS
[0044] The accompanying figures are included to provide a further
understanding of the present invention, and are incorporated in and
constitute a part of this specification. The drawings illustrate
some embodiments of the present invention and, together with the
description, serve to explain principles of the present
invention.
[0045] FIG. 1 is a block diagram illustrating a network
configuration for a plurality of gaming devices according to some
embodiments.
[0046] FIG. 2A is a perspective view of an electronic gaming device
that can be configured according to some embodiments.
[0047] FIG. 2B is a schematic block diagram illustrating an
electronic configuration for a gaming device according to some
embodiments.
[0048] FIG. 2C is a block diagram that illustrates various
functional modules of an electronic gaming device according to some
embodiments.
[0049] FIG. 2D is perspective view of a handheld electronic gaming
device that can be configured according to some embodiments.
[0050] FIG. 2E is a perspective view of an electronic gaming device
according to some embodiments.
[0051] FIG. 3 is a process flow diagram illustrating operations of
systems/methods according to some embodiments.
[0052] FIG. 4 is a block diagram illustrating data flow and
operations corresponding to some embodiments.
[0053] FIG. 5 is a block diagram illustrating an EGM network
according to some embodiments.
[0054] FIG. 6 is a block diagram illustrating an EGM that
participates in one or more wide-area progressive (WAP) jackpot
games along with a plurality of other EGMs according to some
embodiments.
DETAILED DESCRIPTION
[0055] According to some embodiments, a side wagering bettor
("SWB") may participate in various side wagering activities via a
gaming network that may include gaming devices such as electronic
gaming machines, gaming tables, mobile devices, betting stations
and/or kiosks, among others, which are operable to allow players at
the gaming machines/gaming tables to participate in various side
wagering activities. As used herein, the term "bettor" may be used
interchangeably with the term SWB, which is distinguishable from
the term "player", which refers to an individual or group thereof
that are actively participating in a skill-based challenge. For
example, in at least one embodiment, a player at a gaming device
such as a gaming machine or gaming table is able to participate in
various side wagering activities while concurrently being engaged
in an active gaming session at that gaming machine/gaming
table.
[0056] Some embodiments provide that the SWB may participate in
wagering activities for a variety of casino games. Such casino
games include traditional skill-based casino games such as poker
and other skill based challenge games as well as non-traditional
casino games that may attract players. Examples of non-traditional
games include player-versus-player types of games including but not
limited to electronic game machines, board games, and/or video
games including virtual or game environments simulating battles
and/or any other types of contests that involve player skill,
arcade games, virtual sports, first person, driving games, etc.
Players may compete as individuals and/or in team-based play. Side
wagering opportunities may be provided on individual players and/or
on player teams. For example, wagers may be placed on a team in a
team-based challenge based on the performance of the individual
player. Skill-based challenges may include player versus house
skill games in which the wager corresponds to the player's
performance relative to the house and thus is independent of other
players of the skill-based challenge. Some embodiments provide that
skill based challenges may include hybrid challenges in which
players/teams are playing versus the house ("pvh") and versus other
players/teams ("pvp") during the same round, session and/or
tournament. Such challenges may provide SWB wagering opportunities
in which the player performance in pvh game elements can influence
the pvp outcomes and vice vesa. In some embodiments, skill based
challenges may be based on EGM's used in live tournament play. Some
embodiments provide that skill based challenges may be conducted in
real time, while other embodiments provide that the skill based
challenges may be turn based, such as, for example, board game
challenges such as chess, among others.
[0057] According to some embodiments, a side wager may be
characterized as (or may be defined to include) the placing of a
wager by a patron or bettor (e.g., by an SWB) on an event and/or
activity, wherein the outcome of the event/activity is dependent,
at least in part, upon the decisions and/or actions of a third
party. For example, the third party may be a player in a
skill-based challenge. Stated differently, a side wager may be
characterized as relating to a gaming-related activity where the
SWB is not an active player of the gaming activity and/or where the
gaming activity is not under control of the SWB. Examples of side
wagering implementations are further described in U.S. Patent
Publication No. 2016/0196722, entitled "Distributed Side Wagering
Methods And Systems," which is incorporated herein by
reference.
[0058] In some embodiments, an SWB may place one or more side
wagers on events which may be associated with various types of
different targets. For example, in some embodiments, an SWB may
place one or more side wagers on events (e.g., game play events,
game outcome events, bonusing events, etc.) associated with one or
more "target" players. Further, in some embodiments, an SWB may
place one or more side wagers on events associated with one or more
"target" gaming machines in the casino. In some embodiments, a side
wager may be defined to include a wager placed by an SWB on an
event relating to a game play activity being conducted by (or
associated with) another player. In this regard, an SWB is a person
who does not have control of game play decisions and/or wagering
decisions relating to the game(s) being played by the other
player(s) upon which the SWB has placed one or more side
wagers.
[0059] As used herein, the term "bettor" may be used
interchangeably with the term SWB, which is distinguishable from
the term "player", which refers to an individual or group thereof
that are actively participating the skill-based challenge.
Embodiments of the inventive concepts provide hybrid skill- and
chance-based electronic wagering games that provide an opportunity
for bettors to place wagers on players in the skill-based
challenge. The bettors may place wagers on selected players in
player versus player challenges, player versus the house challenges
and/or hybrid pvp/pvh challenges. Some embodiments provide that a
side wager corresponds to a final outcome of the skill-based
challenge and/or an intermediate and/or ancillary performance
metric. For example, in the context of a first-person shooter game,
a wager may be placed regarding the number of kills a player makes.
Another example includes a wager based on how a player places or
how much time a player is able to stay in the skill-based challenge
without being eliminated. Another example includes a wager on a
player winning a skill based challenge and/or tournament.
[0060] The side wagering opportunities may be publicly displayed
including data regarding the players in the skill-based challenge,
odds and/or terms corresponding to side wagering opportunities,
and/or data corresponding to other bettors and/or side wagers. In
some embodiments, the public display may be in the form of a
leaderboard that is displayed in a public and/or area designated
for the skill-based challenge. Some embodiments provide that the
leaderboard may be displayed on mobile devices, web portals,
terminals and/or kiosks, among others, where a bettor may place and
review existing and prospective wagers.
[0061] The players in the skill-based challenge may be informed of
the side wagering activities corresponding to their individual
and/or team performance. For example, players may be encouraged to
achieve specific goals or compete more strenuously based on
encouragement from the side wagering activity. Additionally,
players may be further incentivized by receiving a player monetary
award that is based on the side wagering activity on them. In this
regard, the players in the skill-based challenges may be
incentivized to attract a large following of bettors. Additionally,
by being awarded a player monetary award corresponding to the side
wagering based on a winning and/or best result, the appeal and
reward of collusion with bettors may be diminished.
[0062] By way of example, some embodiments provide that a side
wager may correspond to the number of kills a player achieves in a
first person shooter game. The player may still lose the game
because he killed "easy" targets that may have low scoring values,
but have the best result corresponding to the side wager. Such
wagers may correspond to a particular session in comparison to
other players in the battle. Additionally, such wagers may
correspond to performance over multiple sessions and/or extended
time periods such as weeks, months and/or total historical.
[0063] Some embodiments provide that a bettor can wager virtual
currency that is earned in other wagering games with a chance of
winning more virtual currency back. Such embodiments may provide
non-gambling, non-regulated play. In such embodiments, players may
earn virtual currency prizes based on the virtual currency side
wagers. In some embodiments, the virtual currency may be used to
purchase the boosts, enhancements and/or upgrades to enhance game
play and/or to enhance chances of higher payouts through enhanced
player skill. Some embodiments provide that the virtual currency
could be earned in wagering games and/or non-wagering games
(promotional/social games, for example).
[0064] Reference is now made to FIG. 1, which is a block diagram
illustrating a network configuration for a plurality of gaming
devices according to some embodiments. In some embodiments, a
bettor mobile device/client 100', a betting terminal/EGM 150 and/or
a web portal/PC 160 (such as, for example, wireless or handheld
gaming and/or mobile telecommunication devices) may provide
capability to allow a better to make side wagers (e.g., back bets)
on games (and/or gaming activities) played by other players.
[0065] In some embodiments, the bettor may place one or more wagers
(e.g., one or more even money wagers) on a selected player's game.
For example, in one embodiment, the bettor may place an even money
side wager on the outcome of a selected player's game. If the
player wins or satisfies a threshold outcome, the bettor wins the
amount that the bettor wagered on that game outcome. Additionally,
the player may receive a player monetary award that corresponds to
the betting activity of the bettor(s).
[0066] If the player loses, the bettor loses the amount that the
bettor wagered on that game outcome. In some embodiments, side
wagers may be queued up in advance. For example, in some
embodiments, the bettor may identify and/or select (e.g., in
advance) a plurality of games (e.g., yet to be played) for placing
side wagers. The bettor may then specify individual side wager
amounts for each of the identified games.
[0067] The network includes one or more electronic gaming machines
(EGMs) 100 and/or one or player mobile device/clients 100' that may
be communicatively coupled to a game server 130. The game server
130 may be operable to manage all aspects of the skill-based
challenge for the players. For example, a skill-based challenge may
be a multiperson challenge in which a plurality of players use
independent terminals or machines to play the game. In some
embodiments, the players may use EGM's 100 that are in a single
casino and/or are at different casinos. Similarly, the players may
interface with the game server 130 through player mobile
devices/clients 100' that may be within the casino, at a different
casino and/or not in a casino at all.
[0068] Some embodiments provide that the game server 130 keeps
track of player statistics, including player experience,
skill-level, skill rating and/or loyalty rating, among others.
Additionally, the game server 130 may deliver and/or manage game
content, keep statistics on each player and/or team, determine
and/or assess skill level or rating, and determine events and/or
outcomes of the skill-based challenge.
[0069] The game server 130 may communicate with a betting platform
140 that is operable to provide side wagering opportunities
corresponding to the skill-based challenge. The betting platform
may provide side wager information to potential bettors via a
betting terminal/EGM 150, a web portal/PC 160 and/or a bettor
mobile device/client 100'. Additionally, bettors may place side
wagers on the skill-based challenge via a betting terminal/EGM 150,
a web portal/PC 160 and/or a bettor mobile device/client 100'. For
example, a side wager may be placed via any of an EGM 100, a kiosk,
a PDA 100' (or other mobile or handheld device), an interactive
gaming table display/interface, a casino attendant or employee,
etc. The game server 130 and/or the betting platform 140 may
include mobile interface functionality for providing thin client
service to bettor and/or player mobile devices.
[0070] In some embodiments, player data and/or bettor data may be
stored in a back office database 152. In such embodiments, the
player and/or bettor data may be analyzed to detect evidence of
collusion between a player and a bettor. In response to detecting
evidence of collusion between a player and a bettor, penalties to
the player and/or bettor may be imposed. For example, the player
and/or bettor may be penalized by a reduction in player rating,
suspended from playing or betting, and/or banned from playing
and/or betting.
[0071] Some embodiments provide that players and/or bettors may be
remote via a WAN or may be face-to-face in a local network. As
discussed above, player terminals and/or bettor terminals may be
fixed or mobile terminals that may be locally networked and/or may
remotely connect to the network.
[0072] In some embodiments, the system will be used in conjunction
with a loyalty system that will authenticate a user and allow them
to bet. This may also allow per player tracking of bets (i.e.
non-anonymous), eligibility of bet types, stake limits per bet type
and game type as well as allowing the ability for an operator to
ban, exclude or otherwise govern individual player betting
activities.
[0073] Some embodiments provide that participating player betting
may be provided from within the game itself inside the EGM 100
and/or from a mobile engine server if some or all of the players
are participating from a mobile version of the game.
[0074] In some embodiments, skill-based challenge related odds may
be generated both upfront (before game start) and in real time by
the game server 130 and/or by the betting platform 140. For
example, game engines for the main skill-based challenge may be
generated and communicated to the betting platform 140. In some
embodiments, in some embodiments, game engines for primary
skill-based challenges may generate possible game outcomes and/or
events that may include respective odds/probabilities that may be
communicated in both real time and/or before the skill-based
challenge is initiated to the betting platform. In some
embodiments, the side wagering may use a sports betting platform
and/or a service that is similar thereto to process and manage raw
games odds and player performance statistics to produce the back
bettor facing and player facing betting opportunities. In some
embodiments, such odds may be sent to mobile devices, web portals,
betting terminals, and/or EGM's 100, among others. Some embodiments
provide that a sports betting platform, in the context of back
betting may provide functions including creating side wagering
opportunities based on operational rules and risk management
protocols setup and managed in the platform), manage and derive
odds for wagers, publish data to client systems such as portals
and/or apps, accept, store and settle side wagers, and interface
with player accounting and other systems.
[0075] Some embodiments provide that gaming devices in which
players utilize EGMs 100 for playing
slot/poker/skill/tournament/community/group games and bettors on
other EGMs 100 making side wagers on the skill-based challenges. In
some embodiments, wagers can be deducted from a credit meter and
awarded to the players directly via credit meter. In some
embodiments, players and bettors may be logged in using player
tracking/casino wallet accounts and funds may be deducted from
and/or credited to this account. In some embodiments, a service
window application may be used to provide the side wager and player
award functionality.
[0076] Some embodiments provide that players may use EGMs 100 for
the skill-based challenge and bettors may use mobile devices 100'
(on-premise type solution) for participating in the side wagering.
In some embodiments, players may also use mobile devices 100'
instead of or in addition to EGMs 100 and bettors may use mobile
devices (on-premise type solution with gaming).
[0077] Although not illustrated, other components and/or systems
may include, but are not necessarily limited to, promotion
server(s), player tracking system(s), casino layout/physical
environment system(s), wager tracking/accounting system, real-time
data tracking system(s), bonus server(s), event notification
system, and the like.
[0078] In some embodiments, a bettor may communicate with the
betting platform 140 for conducting side wager related activity.
According to different embodiments, different bettor client
functionality may be incorporated into, or implemented by, for
example, one or more of the following (or combinations thereof): an
EGM, a kiosk, a PDA (or other mobile or handheld device), an
interactive gaming table display/interface, a casino attendant or
employee, etc.
[0079] For example, in some embodiments, using a bettor mobile
device/client 100', a bettor may place a side wager relating to a
selected player and/or skill-based challenge (e.g., player EGM 100,
EGM player, gaming table player, etc.).
[0080] The betting platform 130 may be operable to facilitate
and/or manage a variety of side wagering activities and/or related
information which is conducted in the gaming network. According to
some embodiments, the betting platform 140 may be operable to
communicate with various other components and/or systems of the
gaming network in order, for example, to carry out operations
relating to its various functionalities.
[0081] In some embodiments, the betting platform 140 may be
operable to implement or perform one or more of the following
functions (and/or combinations thereof): perform
authentication/verification of various entities (such as, for
example, bettors, bettor devices, etc.); manage side wagers placed
by bettors; instantiate/manage side wager sessions for one or more
bettor; handle various accounting transactions relating to placed
side wagers (such as, for example: verifying funds, deducting
wagered amounts, issuing credits for wins, etc.); subscribe to
selected event notifications at an event notification system;
interpret game specific messages relating to game server play
(e.g., via the use of plug-in type filters for specific game
types/game themes); determine and/or interpret win/loss outcomes
for placed side wagers, for example, by processing event
notification information, among others.
[0082] In some embodiments, an EGM 100 and/or gaming system may be
configured or designed to include functionality (e.g., via hardware
and/or software) for monitoring changes in game states which occur
at the EGM 100, and for generating suitable game state update
information to be provided to the event notification system.
According to some embodiments, the updated information may be
dynamically generated and automatically provided to the event
notification system on a periodic basis such as, for example, at
regular intervals, upon the occurrence of specified triggering
events/conditions, upon request.
[0083] In some embodiments, at least a portion of the updated game
state/status information (which may be posted/reported to an event
notification system) may be provided directly (and/or indirectly)
from one or more game servers 130. Accordingly, in at least one
embodiment, at least a portion of the updated information may be
dynamically generated and automatically provided by one or more
game servers 130 to an event notification system.
[0084] In some embodiments, various other devices/systems of the
gaming network, such as, for example, the betting platform and/or
various bettor devices clients may subscribe to receive periodic
alerts and/or notifications from an event notification system
regarding updated event information relating to changes in
status/states of game play activity, wagering activity, player
activity, etc. for selected EGMs 100, among others.
[0085] It will be appreciated that the various side wagering
techniques described herein combined with player awards may allow
for new types of wagering opportunities (e.g., side wagering
opportunities) to be available to active players at gaming tables,
EGMs 100, and/or other skill-based challenges.
Electronic Gaming Machines
[0086] An example of an electronic gaming machine (EGM) that can
host skill based challenges and side wagering opportunities
according to various embodiments is illustrated in FIGS. 2A, 2B,
and 2C in which FIG. 2A is a perspective view of an EGM 100
illustrating various physical features of the device, FIG. 2B is a
functional block diagram that schematically illustrates an
electronic relationship of various elements of the EGM 100, and
FIG. 2C illustrates various functional modules that can be stored
in a memory device of the EGM 100. The embodiments shown in FIGS.
2A to 2C are provided as examples for illustrative purposes only.
It will be appreciated that EGMs may come in many different shapes,
sizes, layouts, form factors, and configurations, and with varying
numbers and types of input and output devices, and that embodiments
of the inventive concepts are not limited to the particular EGM
structures described herein.
[0087] EGMs typically include a number of standard features, many
of which are illustrated in FIGS. 2A and 2B. For example, referring
to FIG. 2A, an EGM 100 may include a support structure, housing or
cabinet 105 which provides support for a plurality of displays,
inputs, outputs, controls and other features that enable a player
to interact with the EGM 100.
[0088] The EGM 100 illustrated in FIG. 2A includes a number of
display devices, including a primary display device 216 located in
a central portion of the cabinet 205 and a secondary display device
218 located in an upper portion of the cabinet 205. It will be
appreciated that one or more of the display devices 216, 218 may be
omitted, or that the display devices 216, 218 may be combined into
a single display device. The EGM 100 may further include a player
tracking display 240, a credit display 220, and a bet display 222.
The credit display 220 displays a player's current number of
credits, cash, account balance or the equivalent. The bet display
222 displays a player's amount wagered.
[0089] The player tracking display 240 may be used to display a
service window that allows the player to interact with, for
example, their player loyalty account to obtain features, bonuses,
comps, etc. In other embodiments, additional display screens may be
provided beyond those illustrated in FIG. 1A.
[0090] The EGM 100 may further include a number of input devices
that allow a player to provide various inputs to the EGM 100,
either before, during or after a game has been played. For example,
the EGM 100 may include a plurality of input buttons 230 that allow
the player to select options before, during or after game play. The
EGM may further include a game play initiation button 232 and a
cashout button 234. The cashout button 234 is utilized to receive a
cash payment or any other suitable form of payment corresponding to
a quantity of remaining credits of a credit display.
[0091] In some embodiments, one or more input devices of the EGM
100 are one or more game play activation devices that are each used
to initiate a play of a game on the EGM 100 or a sequence of events
associated with the EGM 100 following appropriate funding of the
EGM 100. The example EGM 100 illustrated in FIGS. 2A and 2B
includes a game play activation device in the form of a game play
initiation button 232. It should be appreciated that, in other
embodiments, the EGM 100 begins game play automatically upon
appropriate funding rather than upon utilization of the game play
activation device.
[0092] In some embodiments, one or more input devices of the EGM
100 are one or more wagering or betting devices. One such wagering
or betting device is as a maximum wagering or betting device that,
when utilized, causes a maximum wager to be placed. Another such
wagering or betting device is a repeat the bet device that, when
utilized, causes the previously-placed wager to be placed. A
further such wagering or betting device is a bet one device. A bet
is placed upon utilization of the bet one device. The bet is
increased by one credit each time the bet one device is utilized.
Upon the utilization of the bet one device, a quantity of credits
shown in a credit display (as described below) decreases by one,
and a number of credits shown in a bet display (as described below)
increases by one.
[0093] In some embodiments, one or more of the display screens may
a touch-sensitive display that includes a digitizer 252 and a
touchscreen controller 254 (FIG. 2B). The player may interact with
the EGM 100 by touching virtual buttons on one or more of the
display devices 216, 218, 240. Accordingly, any of the above
described input devices, such as the input buttons 230, the game
play initiation button 232 and/or the cashout button 234 may be
provided as virtual buttons on one or more of the display devices
216, 218, 240.
[0094] Referring briefly to FIG. 2B, operation of the primary
display device 216, the secondary display device 218 and the player
tracking display 240 may be controlled by a video controller 30
that receives video data from a processor 12 or directly from a
memory device 14 and displays the video data on the display screen.
The credit display 220 and the bet display 222 are typically
implemented as simple LCD or LED displays that display a number of
credits available for wagering and a number of credits being
wagered on a particular game. Accordingly, the credit display 220
and the bet display 222 may be driven directly by the processor 12.
In some embodiments however, the credit display 220 and/or the bet
display 222 may be driven by the video controller 30.
[0095] Referring again to FIG. 2A, the display devices 216, 218,
240 may include, without limitation: a cathode ray tube, a plasma
display, a liquid crystal display (LCD), a display based on light
emitting diodes (LEDs), a display based on a plurality of organic
light-emitting diodes (OLEDs), a display based on polymer
light-emitting diodes (PLEDs), a display based on a plurality of
surface-conduction electron-emitters (SEDs), a display including a
projected and/or reflected image, or any other suitable electronic
device or display mechanism. In certain embodiments, as described
above, the display device 216, 218. 240 may includes a touch-screen
with an associated touch-screen controller 254 and digitizer 252.
The display devices 216, 218, 240 may be of any suitable size,
shape, and/or configuration. The display devices 216, 218, 240 may
include flat or curved display surfaces.
[0096] The display devices 216, 218, 240 and video controller 30 of
the EGM 100 are generally configured to display one or more game
and/or non-game images, symbols, and indicia. In certain
embodiments, the display devices 216, 218, 240 of the EGM 100 are
configured to display any suitable visual representation or
exhibition of the movement of objects; dynamic lighting; video
images; images of people, characters, places, things, and faces of
cards; and the like. In certain embodiments, the display devices
216, 218, 240 of the EGM 100 are configured to display one or more
virtual reels, one or more virtual wheels, and/or one or more
virtual dice. In other embodiments, certain of the displayed
images, symbols, and indicia are in mechanical form. That is, in
these embodiments, the display device 216, 218, 240 includes any
electromechanical device, such as one or more rotatable wheels, one
or more reels, and/or one or more dice, configured to display at
least one or a plurality of game or other suitable images, symbols,
or indicia.
[0097] The EGM 100 also includes various features that enable a
player to deposit credits in the EGM 100 and withdraw credits from
the EGM 100, such as in the form of a payout of winnings, credits,
etc. For example, the EGM 100 may include a ticket dispenser 236
that is configured to generate and provide a ticket or credit slip
representing a payout and/or a credit balance. The ticket or credit
slip is printed by the EGM 100 when the cashout button 234 is
pressed, and typically includes a barcode or similar device that
allows the ticket to be redeemed via a cashier, a kiosk, or other
suitable redemption system, or to be deposited into another gaming
machine. The EGM 100 may further include a bill/ticket acceptor 228
that allows a player to deposit credits in the EGM 100 in the form
of paper money or a ticket/credit slip, and a coin acceptor 226
that allows the player to deposit coins into the EGM 100.
[0098] While not illustrated in FIG. 2A, the EGM 100 may also
include a note dispenser configured to dispense paper currency
and/or a coin generator configured to dispense coins or tokens in a
coin payout tray.
[0099] The EGM 100 may further include one or more speakers 250
controlled by one or more sound cards 28 (FIG. 2B). The EGM 100
illustrated in FIG. 2A includes a pair of speakers 250. In other
embodiments, additional speakers, such as surround sound speakers,
may be provided within or on the cabinet 205. Moreover, the EGM 100
may include built-in seating with integrated headrest speakers.
[0100] In various embodiments, the EGM 100 may generate dynamic
sounds coupled with attractive multimedia images displayed on one
or more of the display devices 216, 218, 240 to provide an
audio-visual representation or to otherwise display full-motion
video with sound to attract players to the EGM 100 and/or to engage
the player during gameplay. In certain embodiments, the EGM 100 may
display a sequence of audio and/or visual attraction messages
during idle periods to attract potential players to the EGM 100.
The videos may be customized to provide any appropriate
information.
[0101] The EGM 100 may further include a card reader 238 that is
configured to read magnetic stripe cards, such as player
loyalty/tracking cards, chip cards, and the like. In some
embodiments, a player may insert an identification card into a card
reader of the gaming device. In some embodiments, the
identification card is a smart card having a programmed microchip
or a magnetic strip coded with a player's identification, credit
totals (or related data) and other relevant information. In other
embodiments, a player may carry a portable device, such as a cell
phone, a radio frequency identification tag or any other suitable
wireless device, which communicates a player's identification,
credit totals (or related data) and other relevant information to
the gaming device. In some embodiments, money may be transferred to
a gaming device through electronic funds transfer. When a player
funds the gaming device, the processor determines the amount of
funds entered and displays the corresponding amount on the credit
or other suitable display as described above.
[0102] In some embodiments, the EGM 100 may include an electronic
payout device or module configured to fund an electronically
recordable identification card or smart card or a bank or other
account via an electronic funds transfer to or from the EGM
100.
[0103] FIG. 2B is a block diagram that illustrates logical and
functional relationships between various components of an EGM 100.
As shown in FIG. 2B, the EGM 100 may include a processor 12 that
controls operations of the EGM 100. Although illustrated as a
single processor, multiple special purpose and/or general purpose
processors and/or processor cores may be provided in the EGM 100.
For example, the EGM 100 may include one or more of a video
processor, a signal processor, a sound processor and/or a
communication controller that performs one or more control
functions within the EGM 100. The processor 12 may be variously
referred to as a "controller," "microcontroller," "microprocessor"
or simply a "computer." The processor may further include one or
more application-specific integrated circuits (ASICs).
[0104] Various components of the EGM 100 are illustrated in FIG. 2B
as being connected to the processor 12. It will be appreciated that
the components may be connected to the processor 12 through a
system bus, a communication bus and controller, such as a USB
controller and USB bus, a network interface, or any other suitable
type of connection.
[0105] The EGM 100 further includes a memory device 14 that stores
one or more functional modules 20. Various functional modules 20 of
the EGM 100 will be described in more detail below in connection
with FIG. 2D.
[0106] The memory device 14 may store program code and
instructions, executable by the processor 12, to control the EGM
100. The memory device 14 may also store other data such as image
data, event data, player input data, random or pseudo-random number
generators, pay-table data or information and applicable game rules
that relate to the play of the gaming device. The memory device 14
may include random access memory (RAM), which can include
non-volatile RAM (NVRAM), magnetic RAM (MRAM), ferroelectric RAM
(FeRAM) and other forms as commonly understood in the gaming
industry. In some embodiments, the memory device 14 may include
read only memory (ROM). In some embodiments, the memory device 14
may include flash memory and/or EEPROM (electrically erasable
programmable read only memory). Any other suitable magnetic,
optical and/or semiconductor memory may operate in conjunction with
the gaming device disclosed herein.
[0107] The EGM 100 may further include a data storage device 22,
such as a hard disk drive or flash memory. The data storage 22 may
store program data, player data, audit trail data or any other type
of data. The data storage 22 may include a detachable or removable
memory device, including, but not limited to, a suitable cartridge,
disk, CD ROM, DVD or USB memory device.
[0108] The EGM 100 may include a communication adapter 26 that
enables the EGM 100 to communicate with remote devices over a wired
and/or wireless communication network, such as a local area network
(LAN), wide area network (WAN), cellular communication network, or
other data communication network. The communication adapter 26 may
further include circuitry for supporting short range wireless
communication protocols, such as Bluetooth and/or near field
communications (NFC) that enable the EGM 100 to communicate, for
example, with a mobile communication device operated by a
player.
[0109] The EGM 100 may include one or more internal or external
communication ports that enable the processor 12 to communicate
with and to operate with internal or external peripheral devices,
such as eye tracking devices, position tracking devices, cameras,
accelerometers, arcade sticks, bar code readers, bill validators,
biometric input devices, bonus devices, button panels, card
readers, coin dispensers, coin hoppers, display screens or other
displays or video sources, expansion buses, information panels,
keypads, lights, mass storage devices, microphones, motion sensors,
motors, printers, reels, SCSI ports, solenoids, speakers, thumb
drives, ticket readers, touch screens, trackballs, touchpads,
wheels, and wireless communication devices. In some embodiments,
internal or external peripheral devices may communicate with the
processor through a universal serial bus (USB) hub (not shown)
connected to the processor 12. U.S. Patent Application Publication
No. 2004/0254014 describes a variety of EGMs including one or more
communication ports that enable the EGMs to communicate and operate
with one or more external peripherals.
[0110] In some embodiments, the EGM 100 may include a sensor, such
as a camera in communication with the processor 12 (and possibly
controlled by the processor 12) that is selectively positioned to
acquire an image of a player actively using the EGM 100 and/or the
surrounding area of the EGM 100. In one embodiment, the camera may
be configured to selectively acquire still or moving (e.g., video)
images and may be configured to acquire the images in either an
analog, digital or other suitable format. The display devices 216,
218, 240 may be configured to display the image acquired by the
camera as well as display the visible manifestation of the game in
split screen or picture-in-picture fashion. For example, the camera
may acquire an image of the player and the processor 12 may
incorporate that image into the primary and/or secondary game as a
game image, symbol or indicia.
[0111] Various functional modules of that may be stored in a memory
device 14 of an EGM 100 are illustrated in FIG. 2C. Referring to
FIG. 2C, the EGM 100 may include in the memory device 14 a game
module 20A that includes program instructions and/or data for
operating a hybrid wagering game as described herein. The EGM 100
may further include a player tracking module 20B, an electronic
funds transfer module 20C, a wide area progressive module 20D, an
audit/reporting module 20E, a communication module 20F, an
operating system 20G and a random number generator 20H. The player
tracking module 20B keeps track of the play of a player. The
electronic funds transfer module 20C communicates with a back end
server or financial institution to transfer funds to and from an
account associated with the player. The wide area progressive (WAP)
interface module 20D interacts with a remote WAP server to enable
the EGM 100 to participate in a wide area progressive jackpot game
as described in more detail below. The communication module 20F
enables the EGM 100 to communicate with remote servers and other
EGMs using various secure communication interfaces. The operating
system kernel 20G controls the overall operation of the EGM 100,
including the loading and operation of other modules. The random
number generator 20H generates random or pseudorandom numbers for
use in the operation of the hybrid games described herein.
[0112] In some embodiments, an EGM 100 may be implemented by a
desktop computer, a laptop personal computer, a personal digital
assistant (PDA), portable computing device, or other computerized
platform. In some embodiments, the EGM 100 may be operable over a
wireless network, such as part of a wireless gaming system. In such
embodiments, the gaming machine may be a hand held device, a mobile
device or any other suitable wireless device that enables a player
to play any suitable game at a variety of different locations. It
should be appreciated that a gaming device or gaming machine as
disclosed herein may be a device that has obtained approval from a
regulatory gaming commission or a device that has not obtained
approval from a regulatory gaming commission.
[0113] For example, referring to FIG. 2D, an EGM 100' may be
implemented as a handheld device including a compact housing 205 on
which is mounted a touchscreen display device 216 including a
digitizer 252. An input button 230 may be provided on the housing
and may act as a power or control button. A camera 227 may be
provided in a front face of the housing 205. The housing 205 may
include one or more speakers 250. In the EGM 100', various input
buttons described above, such as the cashout button, gameplay
activation button, etc., may be implemented as soft buttons on the
touchscreen display device 216. Moreover, the EGM 100' may omit
certain features, such as a bill acceptor, a ticket generator, a
coin acceptor or dispenser, a card reader, secondary displays, a
bet display, a credit display, etc. Credits can be deposited in or
transferred from the EGM 100' electronically.
[0114] FIG. 2E illustrates a standalone EGM 100'' having a
different form factor from the EGM 100 illustrated in FIG. 2A. In
particular, the EGM 100'' is characterized by having a large, high
aspect ratio, curved primary display device 216' provided in the
housing 205, with no secondary display device. The primary display
device 216' may include a digitizer 252 to allow touchscreen
interaction with the primary display device 216'. The EGM 100'' may
further include a player tracking display 240, a plurality of input
buttons 230, a bill/ticket acceptor 228, a card reader 238, and a
ticket generator 236. The EGM 100'' may further include one or more
cameras 227 to enable facial recognition and/or motion
tracking.
[0115] Reference is now made to FIG. 3, which is a process flow
diagram illustrating operations of systems/methods according to
some embodiments. Some embodiments provide that a wager is received
from a bettor (block 302). The wager may correspond to a selected
player and/or group of players, such as a team, participating in a
skill-based challenge. Skill based challenges may include games
such as skill games, such as player v. player skill games, player
v. house skill games and hybrid pvp/pvh challenges.
[0116] The games may include individually played skill games and/or
team based skill games. Some embodiments provide that bettors may
bet on performance of individuals within a team v. team contest.
For example, a wager may be based on a threshold number of kills in
a team based shooter game. In some embodiments, the skill-based
challenge is between multiple teams of players. Some embodiments
provide that the selected player is an individual player on one of
the teams. In some embodiments, the selected player is one of the
teams of players.
[0117] The odds corresponding to a particular wager may be
determined as a function of the skill level of the selected player.
In some embodiments, skill evaluation may be based on an algorithm,
current skill evaluation, and/or past performance. Some embodiments
provide that the wager is a fixed odds based wager such that a
betting platform, game server and/or EGM may determine an odds
value before the skill-based challenge begins based on a skill
evaluation corresponding to the selected player. In some
embodiments, in the context of fixed odds, real time odds may be
generated at the beginning of the skill-based challenge based on
the skill evaluation and may be adjusted during the game for future
bettors and/or wagers.
[0118] In some embodiments, the wager may be a pari-mutuel odds
based wager in which an odds value may be determined based on
wagering activity of other bettors. For example, the odds may be
determined based on an aggregate amount of betting corresponding to
the skill-based challenge.
[0119] Operations include determining that the selected player has
achieved a threshold outcome in the skill-based challenge (block
304). The threshold outcome may include different metrics that can
be determined relative to other ones of the players and/or
independent of other ones of the players in the skill-based
challenge. For example, a threshold outcome may be a ranking or
placing in a contest of a team and/or and individual player.
Additionally, internal metrics such as points or other game
specific achievements may be used to determine that the selected
player as achieved the threshold outcome. Some embodiments provide
that the threshold outcome includes multiple different threshold
outcomes, each corresponding to different metrics and/or odds
values.
[0120] A monetary prize may be awarded to the bettor in response to
the selected player achieving the threshold outcome in the
skill-based game (block 306). Some embodiments provide that, in the
context of fixed odds side wagers, a bettor monetary prize may be
based on the results of their side wager, the amount they staked in
the side wager and the odds given at the time the wager was
received. Some embodiments provide that these wagers and their
corresponding odds may be determined by the skill-based challenge
and may change over time. For example, either the odds themselves,
the maximum and minimum eligible amounts that can be wagered and/or
the overall availability of a wager may change.
[0121] Some embodiments provide that bettors making side wagers may
contribute their wagers into pools. In some embodiments, the pools
may be created for identical bet types. Once the outcome of the
wager is determined, the pool values may be raked to contribute
profit to the house and/or player kickback percentages to the
eligible players. Then the result may be divided and distributed to
the winning bettors.
[0122] Some embodiments provide that wagers offered can be single
wagers or part of a chain, which may be referred to as an
accumulator. An accumulator may be a wager that combines multiple
wager selections into a single wager that gains a return only when
all parts of the wager win.
[0123] A player monetary prize may be awarded to the selected
player (block 308). Some embodiments provide that the player
monetary prize is based on the wager that is received from the
bettor and/or the threshold outcome. Winning players or teams may
receive a "kick-back percentage" of back bets made on him/her. In
some embodiments, non-winning players may receive lower percentages
of bets made on them or none at all. Some embodiments provide that
a kick-back percentage may change based on a skill level and/or
player rating (or group of players overall level/rating) and/or a
gaming event type that may be defined by an operator based on their
business objectives. In some embodiments, the kick-back percentage
may change based on a volume of wagers made and/or the total value
of the wagers made, either aggregated wagers, hold wagers,
projected wagers or calculated wagers. Some embodiments provide
that the kick-back percentage may change based on other rules
including those corresponding to a progressive jackpot or other
pool based devices being present in a game design.
[0124] Some embodiments provide that the amount of wagers and/or
the odds corresponding to a player or group/team of players may be
determined based on past performance or skill rating and may be
static or dynamic, depending on current performance. In some
embodiments, additional wagers may be made regarding stages or
rounds of the game or player strength at certain points in the
game. For example, a wager may correspond to whether a player
survives advances to a next round and the odds may be dynamically
provided based on that player's current performance.
[0125] In some embodiments, the player prize for a
national/nationwide event may have higher percentages to the
players and/or teams because of increased public interest and
wagering liquidity. For example, a player/group of players may be
rewarded when the value and/or quantity of wagers for him/them meet
a certain threshold. Different percentages of kick back may be
triggered at different values and/or number of bettor thresholds. A
player/team/group of players may be awarded a certain percentage of
side wager revenue that exceeds a threshold. By means of a suitable
rewarding scheme, player collusion may be counteracted and thus
honesty may be encouraged.
[0126] Some embodiments provide that according to certain games
rules or thresholds being met, a losing teams' kick-backs (or
portion thereof) can be funneled into a progressive fund or pot to
be won later either in the same game round or in another eligible
game session, perhaps by different players or teams. In some
embodiments, a player or team or group may also be awarded entry
(or multiple entries) into the aforementioned progressive
jackpot/pool draw based on the quantity and/or amount of back bets
on the player or group of players, and/or their performance in the
game itself.
[0127] In some embodiments, a player or a team or group of players
may be rewarded with direct monetary contribution based on side
wagers. For example, a player or a team or group of players may be
rewarded with opportunities to win a pool and/or share thereof. In
some embodiments, a percentage of all side wagers on a game or game
series may be allocated for a pool or pools that a player or group
of players may have a chance of winning. The chance of winning the
pool and/or a portion thereof may be improved based on the player's
or team's performance in the game or game series. For example, the
players may be awarded free spins based on side wagers and/or game
performance, these awards could be based on a positive or negative
performance, based on the game's design.
[0128] Some embodiments provide that a player may be rewarded with
additional resources within the skill-based challenge. For example,
life, energy, tools, ammunition, skills, strength, wild cards,
and/or credits, among others, may be improved or added based on
side wagering. Some embodiments provide that the player prize is a
function of a player-specific performance value such as a player
skill rating and/or a player loyalty rating.
[0129] In some embodiments, an updated odds value may be determined
during the skill-based challenge (block 310). For example, changes
in player performance, types of wagers, etc. may cause the odds
corresponding to a particular wager to be updated. Using the
updated odds, wagers may be received during the skill-based
challenge (block 312).
[0130] Some embodiments include informing the player of the side
wagering and of the player prize (kick-back) opportunities. Some
embodiments provide that the amount of side wagering may be
displayed to the players, bettors and/or potential bettors before
and/or during game play (block 314). This may increase excitement
in the game, which can encourage more side wagers. In some
embodiments, a leaderboard may be generated that displays real-time
and/or historical player performance and/or side wagers. Some
embodiments provide that successful bettors may receive public
recognition. In some embodiments, live game play of the skill-based
challenge may be streamed to bettors and/or displayed on a monitor
at local or remote locations. The display may show wager
performance corresponding to each of the players, player monetary
prize data corresponding to each of the players, data corresponding
to the bettor monetary prize, and/or data corresponding to one or
more threshold outcomes.
[0131] Some embodiments include storing and analyzing player
performance data to detect evidence of collusion (block 316). The
storing and analyzing may be performed to detect evidence of
collusion between players and/or between players and bettors.
[0132] Some embodiments provide that responsive to the selected
player not achieving the threshold outcome in the skill-based
challenge, an amount of the side wager corresponding to what would
have been the player monetary prize may be included in a prize
pool. In some embodiments, the selected player is awarded a chance
to win a portion of the prize pool (block 318). In this manner,
there may be opportunities for a player to be rewarded for
generating the side wagering interest even if the selected player
does not achieve the threshold outcome. In some embodiments, side
wagers that are based on individual player performance may be
independent of whether or not the corresponding team wins or loses.
For example, a player on a losing team may still receive player
monetary prize based on a side wager.
[0133] In some embodiments, the player prize may include skill
enhancements that may be used in current and future gaming
sessions. These skill enhancements are sometimes referred to as
"boosts." Boosts may provide an important driver for adoption and
retention of players of skill-based challenges that have a story or
narrative driven progression (SDP). In general, a boost is anything
that influences a game's outcome in the player's favor. This may
include an ability upgrade, a tool, a feature, or any other
property or item that improves player performance. In a
multiplayer/tournament/community mode this could affect another
"less progressed" player's outcome to benefit the user of the boost
in a competitive environment. A boost can also benefit other
player's outcomes in a cooperative or team environment.
[0134] In some cases, a boost may unlock levels, zones or tools
that have new, different features. In some embodiments, a boost may
include something that provides emotional or social value to a
player that does not have any effect on the player's ability to
perform in the game, such as visual/custom upgrades to their
in-game characters, new skins, bonus levels that are re-skins of
already playable levels, characters that are re-skins of existing
characters, etc.
[0135] When achieved/unlocked/purchased/awarded, boosts may be used
and consumed and/or stored against a players account to be active
across channels in the same game. In particular embodiments, once a
boost has been unlocked, the boost may be permanently active for
that player in a specific game. Some boosts can be awarded as a
"comp" as part of a player loyalty program.
[0136] Brief reference is now made to FIG. 4, which is a block
diagram illustrating data flow and operations corresponding to some
embodiments. Player data is received (402) by the game server 130
from a player terminal 100. The betting platform 140 receives (404)
data corresponding to the skill-based challenge from the game
server 130. Side wager data is sent (406) to a bettor terminal 100'
from the betting platform 140. The betting platform receives (408)
a side wager from a bettor via the bettor terminal 100'.
[0137] Side wager data is sent (410) to the player via a player
terminal 100 from the game server 130 or the betting platform 140.
During the skill-based challenge, player performance data is
received (412) by the betting platform 140 from the game server
130. Based on the player performance data, updated side wager data
is sent (414) to the bettor terminal 100' by the betting platform
140. A wager is received (416) by the betting platform 140 from the
bettor via the bettor terminal 100'. Based on the outcome of the
skill-based challenge, a bettor monetary prize is awarded (418) to
the bettor. Based on the side wagering activity, a player monetary
prize is awarded to the player as a kick back of the side wagers
(420). Player and/or bettor data is sent from the game server 130
(422) and the betting platform 140 (424) to a database 152 for
storage and analysis.
[0138] Referring to FIG. 5, one or more EGMs 100 may be in
communication with each other and/or at least one central
controller 40 through a data network or remote communication link
50. The data network 50 may be a private data communication network
that is operated, for example, by the gaming facility that operates
the EGM 100. Communications over the data network 50 may be
encrypted for security. The central controller 40 may be any
suitable server or computing device which includes at least one
processor and at least one memory or storage device. In different
such embodiments, the central controller 40 is a progressive
controller or a processor of one of the gaming devices in the
gaming system. In these embodiments, the processor of each gaming
device is designed to transmit and receive events, messages,
commands or any other suitable data or signal between the
individual gaming device and the central server. The gaming device
processor is operable to execute such communicated events, messages
or commands in conjunction with the operation of the gaming device.
Moreover, the processor of the central controller 40 is designed to
transmit and receive events, messages, commands or any other
suitable data or signal between the central controller 40 and each
of the individual EGMs 100, 100'. The central controller 40 is
operable to execute such communicated events, messages or commands
in conjunction with the operation of the central server. It should
be appreciated that one, more or each of the functions of the
central controller 40 as disclosed herein may be performed by one
or more EGM processors. It should be further appreciated that one,
more or each of the functions of one or more EGM processors as
disclosed herein may be performed by the central controller 40.
[0139] A player tracking server 45 may also be connected through
the data network 50. The player tracking server 45 may manage a
player tracking account that tracks the player's gameplay and
spending, manages loyalty awards for the player, manages funds
deposited or advanced on behalf of the player, and other functions.
In some embodiments of the inventive concepts, the player tracking
server 45 also keeps track of side wagers and player prizes that
correspond to the side wagers.
[0140] FIG. 6 illustrates an EGM 100 that participates in one or
more wide-area progressive (WAP) jackpot games along with a
plurality of other EGMs that may be located in different locations
and that may offer the same game to players as the EGM 100. The
participating EGMs may be connected in a progressive game network.
The progressive game services enabled by the progressive game
network increase the game playing capabilities of a particular
gaming machine by enabling a larger jackpot than would be possible
if the gaming machine was operating in a "stand alone" mode.
Playing a game on a participating gaming machine gives a player a
chance to win the progressive jackpot. The rate at which the
jackpot grows increases as the number of gaming machines connected
in the progressive network is increased. The size of the jackpot
tends to increase game play on gaming machines offering a
progressive jackpot. These types of games are referred to as
"progressive games." A jackpot that must hit by a certain threshold
is referred to as a "must hit by progressive game."
[0141] In a progressive jackpot game according to some embodiments,
a portion of each wager on a game of chance played on the EGM 100
is contributed to a wide area progressive jackpot. The EGM 100 may
be configured to participate in multiple different wide area
progressive jackpot games. For example, as discussed above, an EGM
100 offering a hybrid skill/chance wagering game according to some
embodiments may provide a player with the ability to participate in
different WAP games depending on the level that the player has
completed in the skill-based portion of the game.
[0142] An amount of a first wide area progressive jackpot and an
amount of a second wide area progressive jackpot game that an EGM
100 participates in may differ from one another. Further, the
probability of winning the first wide area progressive jackpot or
the second wide area progressive jackpot may be different.
[0143] Each WAP jackpot game may be administered by a WAP system
server that communicates over a data communication network with
participating EGMs to provide progressive system services to the
EGMs.
[0144] Referring to FIG. 6, a wide area progressive gaming system
is illustrated in which a plurality of EGMs at geographically
separated locations can participate in a wide area progressive
jackpot game. The EGM 100 is located at a local site 630 along with
other EGMs 632, 634, 636 that may participate in the WAP game. The
local site 630 may correspond, for example, to a single gaming
establishment at which each of the EGMs 100, 632-636 is operated.
Each of the EGMs 100, 632-636 is managed by a central controller 40
(FIG. 5) at the local site 630. Each of the EGMs 100, 632-636 may
be connected to the central controller 40 through a data collection
unit (DCU) 210 and a translator 625. In some embodiments, the EGMs
100, 632-636 may be connected to the DCU 610 through a dedicated
gaming network 622. In general, the DCU 610 functions as an
intermediary between the different gaming machines on the network
622 and the central controller 40. In general, the DCU 610 receives
data transmitted from the gaming machines and sends the data to the
central controller 40. In some instances, when the hardware
interface used by the gaming machine is not compatible with the
central controller 40, a translator 625 may be used to convert
serial data from the DCU 610 to a format accepted by the central
controller 40. A plurality of DCUs 610 may be provided at the local
site 630, and the translator 625 may provide this conversion
service to multiple ones of the plurality of DCUs 610.
[0145] Further, in some dedicated gaming networks, the DCU 610 can
receive data transmitted from the central controller 40 for
communication to the EGMs 100, 632-636 on the gaming network 622.
The received data may be communicated synchronously to the EGMs
100, 632-636 on the gaming network 622. Within a gaming
establishment, the EGMs 100, 632-636 may be located on the gaming
floor for player access while the central controller 40 is usually
located in another part of gaming establishment (e.g. the
backroom), or at another location.
[0146] Each of the EGMs 100, 632-636 shown in FIG. 6 is also
connected to at least one local WAP server 640, which coordinates
communication with one or more progressive system servers 660, 662
that are typically located at a remote location or locations. The
local WAP server 640 manages communication of the EGMs 100, 632-636
with the progressive system servers 660, 662, monitors coin-in and
payouts of the EGMs 100, 632-636 and sends a portion of received
funds to the progressive system servers 660, 662 for inclusion in
their respective progressive jackpots.
[0147] The local WAP server 640 may be used to route messages
indicating contributions and eligibility status to different
progressive servers. The local WAP server 640 may also be used in a
polling scheme to route messages between different EGMs 100,
632-636 and different progressive servers 660, 662.
[0148] Each of the progressive system servers 660, 662 administers
at least one WAP game. Moreover, each of the progressive system
servers 660, 662 may communicate with local WAP servers 640 at a
plurality of geographically distributed locations, as illustrated
in FIG. 6.
[0149] In some embodiments, an amount of a first wide area
progressive jackpot may be maintained by progressive system server
660 and an amount of the second wide area progressive jackpot may
be maintained by progressive system server 662. In some
embodiments, a single progressive system server may maintain
multiple wide area progressive jackpots. Thus, in another
embodiment, the progressive system server 660 (or the progressive
system server 662) may maintain both the first wide area
progressive jackpot and the second wide area progressive
jackpot.
[0150] The EGM 100 may be designed to display progressive jackpot
amounts for each of the progressive games available for display on
the EGM 100. For example, the EGM 100 may receive updates of a
first progressive jackpot amount from the progressive system server
660 and a second progressive jackpot amount from the progressive
system server 662. The progressive jackpot amounts may be displayed
serially or concurrently with information describing the
progressive game with which it is associated. The progressive
jackpot amounts may be displayed on a display on or nearby the EGM
100.
[0151] In general, the functions of different devices shown in FIG.
6 may be combined or separated as is warranted by a particular
gaming environment. For example, the central controller 40 may
provide functions of one or more of a local WAP server 640, a DCU
610, and/or a translator 625.
[0152] In general, the dedicated communication network 622 over
which the EGMs 100, 632-636 communicate may not be accessible to
the public. Due to the sensitive nature of much of the information
on the dedicated networks, for example, electronic fund transfers
and player tracking data, usually the manufacturer of a host
system, such as a player tracking system, or group of host systems,
employs a particular networking language having proprietary
protocols. These proprietary protocols are usually considered
highly confidential and not released publicly. Thus, whenever a new
host system is introduced for use with a gaming machine, rather
than trying to interpret all the different protocols utilized by
different manufacturers, the new host system is typically designed
as a separate network. Consequently, as more host systems are
introduced, the independent network structures continue to build up
in the casino.
[0153] Further, in the gaming industry, many different
manufacturers make gaming machines. The communication protocols on
the gaming machine are typically hard-coded into the gaming machine
software, and each gaming machine manufacturer may utilize a
different proprietary communication protocol. A gaming machine
manufacturer may also produce host systems, in which case their
gaming machines are compatible with their own host systems.
However, in a heterogeneous gaming environment, such as a casino,
gaming machines from many different manufacturers, each with their
own communication protocol, may be connected to host systems from
many different manufacturers, each with their own communication
protocol. Therefore, communication compatibility issues regarding
the protocols used by the gaming machines in the system and
protocols used by the host systems must be considered.
[0154] Communications between the local WAP server 640 and the
progressive system servers 660, 662 may occur over public and/or
private networks, and may include circuit switched and/or packet
switched networks or sub-networks. Accordingly, communication
sessions between the local WAP server 640 and a progressive system
server 662, 664 may be authenticated, and the communications
themselves may be encrypted for security.
Player Tracking
[0155] In various embodiments, the gaming system includes one or
more player tracking systems under control of the player tracking
module 20B shown in FIG. 2C. Such player tracking systems enable
operators of the gaming system (such as casinos or other gaming
establishments) to recognize the value of customer loyalty by
identifying frequent customers and rewarding them for their
patronage. Such a player tracking system is configured to track a
player's gaming activity. In some embodiments, the player tracking
system does so through the use of player tracking cards. In some
embodiments, a player is issued a player identification card that
has an encoded player identification number that uniquely
identifies the player. When the player's playing tracking card is
inserted into a card reader of the gaming system to begin a gaming
session, the card reader reads the player identification number off
the player tracking card to identify the player. The gaming system
timely tracks any suitable information or data relating to the
identified player's gaming session. The gaming system also timely
tracks when the player tracking card is removed to conclude play
for that gaming session. In another embodiment, rather than
requiring insertion of a player tracking card into the card reader,
the gaming system utilizes one or more portable devices, such as a
cell phone, a radio frequency identification tag, or any other
suitable wireless device, to track when a gaming session begins and
ends. In some embodiments, the gaming system utilizes any suitable
biometric technology or ticket technology to track when a gaming
session begins and ends.
[0156] In some embodiments, during one or more gaming sessions, the
gaming system tracks any suitable information or data, such as any
amounts wagered, average wager amounts, side wagers, and/or the
time at which these wagers are placed. In some embodiments, for one
or more players, the player tracking system includes the player's
account number, the player's card number, the player's first name,
the player's surname, the player's preferred name, the player's
player tracking ranking, any promotion status associated with the
player's player tracking card, the player's address, the player's
birthday, the player's anniversary, the player's recent gaming
sessions, or any other suitable data. In various embodiments, such
tracked information and/or any suitable feature associated with the
player tracking system is displayed on a player tracking display.
In various embodiments, such tracked information and/or any
suitable feature associated with the player tracking system is
displayed via one or more service windows that are displayed on the
central display device and/or the upper display device. At least
U.S. Pat. Nos. 6,722,985; 6,908,387; 7,311,605; 7,611,411;
7,617,151; and 8,057,298 describe various examples of player
tracking systems.
Other EGM Features
[0157] Embodiments described herein may be implemented in various
configurations for EGMs 100s, including but not limited to: (1) a
dedicated EGM, wherein the computerized instructions for
controlling any games (which are provided by the EGM) are provided
with the EGM prior to delivery to a gaming establishment; and (2) a
changeable EGM, where the computerized instructions for controlling
any games (which are provided by the EGM) are downloadable to the
EGM through a data network when the EGM is in a gaming
establishment. In some embodiments, the computerized instructions
for controlling any games are executed by at least one central
server, central controller or remote host. In such a "thin client"
embodiment, the central server remotely controls any games (or
other suitable interfaces) and the EGM is utilized to display such
games (or suitable interfaces) and receive one or more inputs or
commands from a player. In some embodiments, the computerized
instructions for controlling any games are communicated from the
central server, central controller or remote host to a EGM local
processor and memory devices. In such a "thick client" embodiment,
the EGM local processor executes the communicated computerized
instructions to control any games (or other suitable interfaces)
provided to a player.
[0158] In some embodiments, an EGM may be operated by a mobile
device, such as a mobile telephone, tablet other mobile computing
device.
[0159] In some embodiments, one or more EGMs in a gaming system may
be thin client EGMs and one or more EGMs in the gaming system may
be thick client EGMs. In some embodiments, certain functions of the
EGM are implemented in a thin client environment and certain other
functions of the EGM are implemented in a thick client environment.
In some embodiments, computerized instructions for controlling any
primary games are communicated from the central server to the EGM
in a thick client configuration and computerized instructions for
controlling any secondary games or bonus functions are executed by
a central server in a thin client configuration.
[0160] The present disclosure contemplates a variety of different
gaming systems each having one or more of a plurality of different
features, attributes, or characteristics. It should be appreciated
that a "gaming system" as used herein refers to various
configurations of: (a) one or more central servers, central
controllers, or remote hosts; (b) one or more EGMs; and/or (c) one
or more personal EGMs, such as desktop computers, laptop computers,
tablet computers or computing devices, personal digital assistants
(PDAs), mobile telephones such as smart phones, and other mobile
computing devices.
[0161] In some embodiments, computerized instructions for
controlling any games (such as any primary or base games and/or any
secondary or bonus games) displayed by the EGM are executed by the
central server, central controller, or remote host. In such "thin
client" embodiments, the central server, central controller, or
remote host remotely controls any games (or other suitable
interfaces) displayed by the EGM, and the EGM is utilized to
display such games (or suitable interfaces) and to receive one or
more inputs or commands. In some embodiments, computerized
instructions for controlling any games displayed by the EGM are
communicated from the central server, central controller, or remote
host to the EGM and are stored in at least one memory device of the
EGM. In such "thick client" embodiments, the at least one processor
of the EGM executes the computerized instructions to control any
games (or other suitable interfaces) displayed by the EGM.
[0162] In some embodiments in which the gaming system includes: (a)
an EGM configured to communicate with a central server, central
controller, or remote host through a data network; and/or (b) a
plurality of EGMs configured to communicate with one another
through a data network, the data network is an internet or an
intranet. In certain such embodiments, an internet browser of the
EGM is usable to access an internet game page from any location
where an internet connection is available. In one such embodiment,
after the internet game page is accessed, the central server,
central controller, or remote host identifies a player prior to
enabling that player to place any wagers on any plays of any
wagering games. In one example, the central server, central
controller, or remote host identifies the player by requiring a
player account of the player to be logged into via an input of a
unique username and password combination assigned to the player. It
should be appreciated, however, that the central server, central
controller, or remote host may identify the player in any other
suitable manner, such as by validating a player tracking
identification number associated with the player; by reading a
player tracking card or other smart card inserted into a card
reader (as described below); by validating a unique player
identification number associated with the player by the central
server, central controller, or remote host; or by identifying the
EGM, such as by identifying the MAC address or the IP address of
the internet facilitator. In various embodiments, once the central
server, central controller, or remote host identifies the player,
the central server, central controller, or remote host enables
placement of one or more wagers on one or more plays of one or more
primary or base games and/or one or more secondary or bonus games,
and displays those plays via the internet browser of the EGM.
[0163] It should be appreciated that the central server, central
controller, or remote host and the EGM are configured to connect to
the data network or remote communications link in any suitable
manner. In various embodiments, such a connection is accomplished
via: a conventional phone line or other data transmission line, a
digital subscriber line (DSL), a T-1 line, a coaxial cable, a fiber
optic cable, a wireless or wired routing device, a mobile
communications network connection (such as a cellular network or
mobile internet network), or any other suitable medium. It should
be appreciated that the expansion in the quantity of computing
devices and the quantity and speed of internet connections in
recent years increases opportunities for players to use a variety
of EGMs to play games from an ever-increasing quantity of remote
sites. It should also be appreciated that the enhanced bandwidth of
digital wireless communications may render such technology suitable
for some or all communications, particularly if such communications
are encrypted. Higher data transmission speeds may be useful for
enhancing the sophistication and response of the display and
interaction with players.
[0164] Examples of implementations of Internet-based gaming are
further described in U.S. Pat. No. 8,764,566, entitled "Internet
Remote Game Server," and U.S. Pat. No. 8,147,334, entitled
"Universal Game Server," which are incorporated herein by
reference.
Further Definitions and Embodiments
[0165] In the above-description of various embodiments, various
aspects may be illustrated and described herein in any of a number
of patentable classes or contexts including any new and useful
process, machine, manufacture, or composition of matter, or any new
and useful improvement thereof. Accordingly, various embodiments
described herein may be implemented entirely by hardware, entirely
by software (including firmware, resident software, micro-code,
etc.) or by combining software and hardware implementation that may
all generally be referred to herein as a "circuit," "module,"
"component," or "system." Furthermore, various embodiments
described herein may take the form of a computer program product
comprising one or more computer readable media having computer
readable program code embodied thereon.
[0166] Any combination of one or more computer readable media may
be used. The computer readable media may be a computer readable
signal medium or a non-transitory computer readable storage medium.
A computer readable storage medium may be, for example, but not
limited to, an electronic, magnetic, optical, electromagnetic, or
semiconductor system, apparatus, or device, or any suitable
combination of the foregoing. More specific examples (a
non-exhaustive list) of the computer readable storage medium would
include the following: a portable computer diskette, a hard disk, a
random access memory (RAM), a read-only memory (ROM), an erasable
programmable read-only memory (EPROM or Flash memory), an
appropriate optical fiber with a repeater, a portable compact disc
read-only memory (CD-ROM), an optical storage device, a magnetic
storage device, or any suitable combination of the foregoing. In
the context of this document, a computer readable storage medium
may be any tangible non-transitory medium that can contain, or
store a program for use by or in connection with an instruction
execution system, apparatus, or device.
[0167] A computer readable signal medium may include a propagated
data signal with computer readable program code embodied therein,
for example, in baseband or as part of a carrier wave. Such a
propagated signal may take any of a variety of forms, including,
but not limited to, electro-magnetic, optical, or any suitable
combination thereof. A computer readable signal medium may be any
computer readable medium that is not a computer readable storage
medium and that can communicate, propagate, or transport a program
for use by or in connection with an instruction execution system,
apparatus, or device. Program code embodied on a computer readable
signal medium may be transmitted using any appropriate medium,
including but not limited to wireless, wireline, optical fiber
cable, RF, etc., or any suitable combination of the foregoing.
[0168] Computer program code for carrying out operations for
aspects of the present disclosure may be written in any combination
of one or more programming languages, including an object oriented
programming language such as Java, Scala, Smalltalk, Eiffel, JADE,
Emerald, C++, C#, VB.NET, Python or the like, conventional
procedural programming languages, such as the "C" programming
language, Visual Basic, Fortran 2003, Perl, COBOL 2002, PHP, ABAP,
dynamic programming languages such as Python, Ruby and Groovy, or
other programming languages. The program code may execute entirely
on the user's computer, partly on the user's computer, as a
stand-alone software package, partly on the user's computer and
partly on a remote computer or entirely on the remote computer or
server. In the latter scenario, the remote computer may be
connected to the user's computer through any type of network,
including a local area network (LAN) or a wide area network (WAN),
or the connection may be made to an external computer (for example,
through the Internet using an Internet Service Provider) or in a
cloud computing environment or offered as a service such as a
Software as a Service (SaaS).
[0169] Various embodiments were described herein with reference to
flowchart illustrations and/or block diagrams of methods, apparatus
(systems), devices and computer program products according to
various embodiments described herein. It will be understood that
each block of the flowchart illustrations and/or block diagrams,
and combinations of blocks in the flowchart illustrations and/or
block diagrams, can be implemented by computer program
instructions. These computer program instructions may be provided
to a processor of a general purpose computer, special purpose
computer, or other programmable data processing apparatus to
produce a machine, such that the instructions, which execute via
the processor of the computer or other programmable instruction
execution apparatus, create a mechanism for implementing the
functions/acts specified in the flowchart and/or block diagram
block or blocks.
[0170] These computer program instructions may also be stored in a
non-transitory computer readable medium that when executed can
direct a computer, other programmable data processing apparatus, or
other devices to function in a particular manner, such that the
instructions when stored in the computer readable medium produce an
article of manufacture including instructions which when executed,
cause a computer to implement the function/act specified in the
flowchart and/or block diagram block or blocks. The computer
program instructions may also be loaded onto a computer, other
programmable instruction execution apparatus, or other devices to
cause a series of operational steps to be performed on the
computer, other programmable apparatuses or other devices to
produce a computer implemented process such that the instructions
which execute on the computer or other programmable apparatus
provide processes for implementing the functions/acts specified in
the flowchart and/or block diagram block or blocks.
[0171] The flowchart and block diagrams in the figures illustrate
the architecture, functionality, and operation of possible
implementations of systems, methods, and computer program products
according to various aspects of the present disclosure. In this
regard, each block in the flowchart or block diagrams may represent
a module, segment, or portion of code, which comprises one or more
executable instructions for implementing the specified logical
function(s). It should also be noted that, in some alternative
implementations, the functions noted in the block may occur out of
the order noted in the figures. For example, two blocks shown in
succession may, in fact, be executed substantially concurrently, or
the blocks may sometimes be executed in the reverse order,
depending upon the functionality involved. It will also be noted
that each block of the block diagrams and/or flowchart
illustration, and combinations of blocks in the block diagrams
and/or flowchart illustration, can be implemented by special
purpose hardware-based systems that perform the specified functions
or acts, or combinations of special purpose hardware and computer
instructions.
[0172] The terminology used herein is for the purpose of describing
particular aspects only and is not intended to be limiting of the
disclosure. As used herein, the singular forms "a", "an" and "the"
are intended to include the plural forms as well, unless the
context clearly indicates otherwise. It will be further understood
that the terms "comprises" and/or "comprising," when used in this
specification, specify the presence of stated features, steps,
operations, elements, and/or components, but do not preclude the
presence or addition of one or more other features, steps,
operations, elements, components, and/or groups thereof. As used
herein, the term "and/or" includes any and all combinations of one
or more of the associated listed items and may be designated as
"/". Like reference numbers signify like elements throughout the
description of the figures.
[0173] Many different embodiments have been disclosed herein, in
connection with the above description and the drawings. It will be
understood that it would be unduly repetitious and obfuscating to
literally describe and illustrate every combination and
subcombination of these embodiments. Accordingly, all embodiments
can be combined in any way and/or combination, and the present
specification, including the drawings, shall be construed to
constitute a complete written description of all combinations and
sub-combinations of the embodiments described herein, and of the
manner and process of making and using them, and shall support
claims to any such combination or sub-combination.
[0174] In the drawings and specification, there have been disclosed
typical embodiments and, although specific terms are employed, they
are used in a generic and descriptive sense only and not for
purposes of limitation, the scope of the inventive concepts being
set forth in the following claims.
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